InstanceZonesDataManager.cs 8.6 KB

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  1. using ET;
  2. using System;
  3. using System.Collections.Generic;
  4. using static UnityEditor.ShaderData;
  5. namespace GFGGame
  6. {
  7. //本类为通用关卡数据类,特殊副本类型数据请写到各自的管理器里
  8. public class InstanceZonesDataManager
  9. {
  10. //所有副本关卡通用换装战斗是否使用推荐
  11. public static bool usedRecommend;
  12. //所有副本关卡通用
  13. public static int currentScoreType;
  14. //所有副本关卡通用
  15. public static int currentCardId = 0;
  16. private static int _currentLevelCfgId;
  17. //所有副本关卡通用配置表的id
  18. public static int currentLevelCfgId
  19. {
  20. get
  21. {
  22. return _currentLevelCfgId;
  23. }
  24. set
  25. {
  26. _currentLevelCfgId = value;
  27. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(_currentLevelCfgId);
  28. if (levelCfg.type == ConstInstanceZonesType.Story)
  29. {
  30. StoryDataManager.currentLevelCfgId = _currentLevelCfgId;
  31. }
  32. }
  33. }
  34. //所有副本关卡通用
  35. public static int currentLevelOrder
  36. {
  37. get
  38. {
  39. CalculateHelper.GetStoryChapterLevel(_currentLevelCfgId, out int chapterID, out int levelOrder);
  40. return levelOrder;
  41. }
  42. }
  43. //副本通关状态,key为CalculateHelper.GenerateInstanceZonesLevelStateKey,值为通到关卡编号
  44. private static Dictionary<int, int> _passLevelDic = new Dictionary<int, int>();
  45. //关卡最高分数记录
  46. private static Dictionary<int, int> _highestScoreDic = new Dictionary<int, int>();
  47. //关卡星数记录
  48. private static Dictionary<int, int> _starDic = new Dictionary<int, int>();
  49. public static void InitScoreList(List<int> ks, List<int> vs)
  50. {
  51. usedRecommend = false;
  52. _highestScoreDic.Clear();
  53. for (var i = 0; i < ks.Count; ++i)
  54. {
  55. _highestScoreDic.Add(ks[i], vs[i]);
  56. }
  57. }
  58. public static void InitStarList(List<int> ks, List<int> vs)
  59. {
  60. _starDic.Clear();
  61. for (var i = 0; i < ks.Count; ++i)
  62. {
  63. _starDic.Add(ks[i], vs[i]);
  64. }
  65. }
  66. //检查更新最高分
  67. public static void TryUpdateScore(int levelCfgId, int score)
  68. {
  69. _highestScoreDic.TryGetValue(levelCfgId, out var scoreHighest);
  70. if (score > scoreHighest)
  71. {
  72. _highestScoreDic[levelCfgId] = score;
  73. }
  74. }
  75. public static int GetScoreHighest(int levelID)
  76. {
  77. if (_highestScoreDic.ContainsKey(levelID))
  78. {
  79. return _highestScoreDic[levelID];
  80. }
  81. return 0;
  82. }
  83. //检查并更新关卡星数
  84. public static void TryUpdateLevelStar(int levelCfgId, int star)
  85. {
  86. _starDic.TryGetValue(levelCfgId, out var OldStar);
  87. if (star > OldStar)
  88. {
  89. _starDic[levelCfgId] = star;
  90. }
  91. }
  92. public static int GetStarCountHistory(int levelCfgId)
  93. {
  94. _starDic.TryGetValue(levelCfgId, out var star);
  95. return star;
  96. }
  97. public static int GetChapterStarCount(int chapterID)
  98. {
  99. var star = 0;
  100. foreach (var item in _starDic)
  101. {
  102. CalculateHelper.GetStoryChapterLevel(item.Key, out var tempChapter, out var levelOrder);
  103. if (tempChapter == chapterID)
  104. {
  105. star += item.Value;
  106. }
  107. }
  108. return star;
  109. }
  110. public static void InitLevelPass(List<int> ks, List<int> vs)
  111. {
  112. _passLevelDic.Clear();
  113. for (var i = 0; i < ks.Count; ++i)
  114. {
  115. _passLevelDic[ks[i]] = vs[i];
  116. }
  117. }
  118. /// <summary>
  119. /// 设置某关卡通过,参数为关卡配置id
  120. /// </summary>
  121. /// <param name="levelCfgId"></param>
  122. public static void TrySetLevelPass(int levelCfgId)
  123. {
  124. if (!CheckLevelPass(levelCfgId))
  125. {
  126. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  127. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  128. _passLevelDic[key] = levelCfgId;
  129. }
  130. }
  131. /// <summary>
  132. /// 获取副本通关关卡
  133. /// </summary>
  134. /// <param name="type" value="副本类型"></param>
  135. /// <param name="subType" value="章节id"></param>
  136. /// <returns></returns>
  137. public static int GetPassLevelCfgId(int type, int subType, int chapterId)
  138. {
  139. var key = CalculateHelper.GenerateInstanceZonesLevelStateKey(type, subType, chapterId);
  140. if (_passLevelDic.TryGetValue(key, out var value))
  141. {
  142. return value;
  143. }
  144. return 0;
  145. }
  146. /// <summary>
  147. /// 获取通关关卡的编号
  148. /// </summary>
  149. /// <param name="type"></param>
  150. /// <param name="subType"></param>
  151. /// <param name="chapterId"></param>
  152. /// <returns></returns>
  153. public static int GetPassLevelOrder(int type, int subType, int chapterId)
  154. {
  155. var levelCfgId = GetPassLevelCfgId(type, subType, chapterId);
  156. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  157. if (levelCfg != null)
  158. {
  159. return levelCfg.order;
  160. }
  161. return 0;
  162. }
  163. /// <summary>
  164. /// 检查某关卡是否通过,参数为关卡配置id
  165. /// </summary>
  166. /// <param name="levelCfgId"></param>
  167. /// <returns></returns>
  168. public static bool CheckLevelPass(int levelCfgId)
  169. {
  170. var levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelCfgId);
  171. if (levelCfg != null)
  172. {
  173. var passLevelOrder = GetPassLevelOrder(levelCfg.type, levelCfg.subType, levelCfg.chapterId);
  174. return levelCfg.order <= passLevelOrder;
  175. }
  176. return false;
  177. }
  178. /// <summary>
  179. /// 检查某章是否通关
  180. /// </summary>
  181. /// <param name="type"></param>
  182. /// <param name="subType"></param>
  183. /// <param name="chapterId"></param>
  184. /// <param name="levelCount"></param>
  185. /// <returns></returns>
  186. public static bool CheckChapterPass(int type, int subType, int chapterId, int levelCount)
  187. {
  188. var chapterCfg = StoryChapterCfgArray.Instance.GetCfg(chapterId);
  189. if (chapterCfg != null)
  190. {
  191. var passLevelOrder = InstanceZonesDataManager.GetPassLevelOrder(type, subType, chapterId);
  192. if (levelCount <= passLevelOrder)
  193. {
  194. return true;
  195. }
  196. }
  197. return false;
  198. }
  199. public static int GetResultStarCount(int score)
  200. {
  201. return CalculateHelper.GetStoryChapterStar(currentLevelCfgId, score);
  202. }
  203. public static bool GetFightResult(int score, out int npcScore)
  204. {
  205. npcScore = 0;
  206. bool equipedNeeded = EquipDataCache.cacher.CheckEquipedFightNeeded();
  207. if (!equipedNeeded)
  208. {
  209. PromptController.Instance.ShowFloatTextPrompt("未穿必需物品");
  210. return false;//没穿必需品
  211. }
  212. int starCount = GetResultStarCount(score);
  213. if (starCount <= 0)
  214. {
  215. return false;//低于一星
  216. }
  217. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(currentLevelCfgId);
  218. StoryFightCfg fightCfg = StoryFightCfgArray.Instance.GetCfg(levelCfg.fightID);
  219. bool hasFightTarget = fightCfg.targetName != null && fightCfg.targetName.Length > 0;
  220. if (hasFightTarget)
  221. {
  222. npcScore = EquipDataCache.cacher.npcTotalScore;
  223. if (score < npcScore)
  224. {
  225. return false;//分数低于对战对象
  226. }
  227. }
  228. return true;
  229. }
  230. public static int GetCanFightTime(int levelID)
  231. {
  232. StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(levelID);
  233. int times = (int)Math.Floor((float)GameGlobal.myNumericComponent.GetAsInt(NumericType.Power) / levelCfg.power);
  234. return times;
  235. }
  236. }
  237. }